21 February 2026

What xaosseed's games look like

Following up on Grace of Choir of Fire's idea of laying out how elf-games are played at specific tables so people can see the multitudes that throng beneath the umbrella of 'D&D' or even any sub-division below that.

This is broadly the set-up I came up with, with a fair chunk of 'host/hospitality' mixed in on top. My gaming set up has always had 'home' and 'away' set ups based on how much junk I was willing to haul around. Minis, battlemats and other bits of big hardware were never my thing even when I was home because I ran free-wheeling 'do what you please' games so I was not putting up with the constraints of not having the right minis - we just did theater of the mind and tokens/meeples as needed.

Home Campaign Rig

Ducal House (home campaign) is like a coelecanth; this is me running a 'perpetual campaign' in the grand old AD&D tradition I first learned.
- system is 3.5e
- three players, only play with all three; trying for twice a month, life oft gets in the way but we tend to overbook slots and accept some attrition.
- gather at my place (also shared with one of the players (in-house testing team)).
- three standard modes - morning start (1030), afternoon start (1300) or night slot (2130) which differ in that morning start will include a break for takeout and probably a stop for someone to go to their evening shift or a party. Afternoon slot has no big break, runs to exhaustion or child pickup time. Nightslot runs to exhaustion.
- set up is players on the couch; table stacked with snacks - grapes, dates, crisps, biscuits - plus a carafe of coffee (morning/afternoon) or herbal tea (night). I have my DM screen at the end of the table, set up behind that.
- We typically get in, chat for a bit - any news since last seen; usually just a week or fortnights worth.
- Sessions launch with the bard doing a recap from their notes then I do 'time, place, immediate activities' and then the players decide what they are doing.

18 February 2026

Using dragons, fiends & other powerful beings (RPG Blog Carnival)

Sea of Stars proposes Dragons, Gods and other Powerful Beings for this months prompt for the RPG Blog Carnival. Inspiration for one big idea did not strike so I am going to do quick-answers to three of the prompts:
* "From the perspective of games mastering the world: how involved do you want these beings to be? They can easily overwhelm the player characters, so what level of involvement works for both you and the players?"
* "How involved do you want the players to be in creating religions, legends, rituals?"
* "Should characters be able to affect these powerful beings? Meet them? Or should they just be background elements in the setting?"

"From the perspective of games mastering the world: how involved do you want these beings to be? They can easily overwhelm the player characters, so what level of involvement works for both you and the players?"

Having extremely powerful beings active in the world can be a useful lever for a certain style of DM'ing. I have always liked worlds where there are some forces that clearly mightier than the PCs in play. For most of my early campaigns those were dragons to the point that players told me later their rule of thumb was "if we don't know where the dragon is, we just have not spotted it yet."

I realise I got a strong stylistic steer on how dragons should from the Wyrms of the Realms series in Dragon magazine which had the 'meddling shapeshifting high-powered dragon' as a staple. I had a stalking shadow dragon as one of the semi-antagonistic patrons if I recall correctly in the Katharsis campaign. Kraken Mesa had a very large old wyrm that lived in the treasure vault of the citadel they inherited.

There were also a number of high-power fiends kicking around in the Kraken Mesa campaign, also counting as that 'involved, near-overwhelmingly powerful being' category. I tended to use those entities as scenary who could talk - there was no point trying to defeat them, you avoided them or you figured out a way to navigate them - and you tended to be way smaller than their concerns so could slip beneath their notice.

I liked dragons, fiends and the like for that position in my campaigns and I was happy for the players to interact with them as puzzles because they were beyond being a combat challenge. Their presence set the tone of not every fight being balanced or one that players could win from the get-go.

"How involved do you want the players to be in creating religions, legends, rituals?"

I like players being involved - of late I greatly enjoyed the use I have gotten in-game from the Small Gods of the animalings - originating from a GLoGtober '22 prompt - and then getting reinforced by the notion of 'Who Hears Your Oath' variant of divine intervention mechanics.

This little framework has given players reasons to pray or seek blessings at sacred or fitting places and gives a chance for things to be listening or respond. So far one of the players in the Hexcrawl25 campaign has been busily developing ritual practice for They Who Hide From Sight, including invisible sacrifices, carving their sigil in hidden places and other such practices.

The spreading of legends in general is something that I like to encourage - in the Ducal House campaign, the Bard leans hard into that - seeding songs throughout the realm and using their rapid-travel capabilities to propagate the sagas they want known far and wide. In the Hexcrawl25 campaign, there was a time-shift and one of the few things they had done before dropping off the timeline for four years was set a bunch of rumours running about one of the party being a mighty wizard - four years has been plenty of time to percolate and now they are often recognised by name when they turn up places.

Similarly as a good anti-blorb doctrinaire, I am happy for players to tell me what rituals and legends might be out there where it is something that could reasonably be known by them - even better when it is something they can base off some other in-world facts or suppositions. Wild whole cloth additions to the world get a bit more of a flavour-check but it is rare that I cannot work an idea in.

"Should characters be able to affect these powerful beings? Meet them? Or should they just be background elements in the setting?"

As mentioned above I think of these powerful beings more or less like terrain - but a sea can be drained or a mountain torn down with enough effort and the right plan. Everything is affectable with enough effort. Meeting powerful beings or especially gods has always been a staple of my games - hiking up Mount Olympus to meet Mars, patron of two of the party, was one of the earliest divine encounters I ran I believe.

There is a fine old tradition in D&D of displacing gods and powerful beings which I can get behind in some circumstances but it is not a thing to treat trivially or else it makes the achievement hollow. To defeat a gods plans, to drive off its servitors - these are the things of epic deed already. To usurp a god and cast them down should be a huge deal, hard won - and creating and seeing that campaign that does such a thing justice through would be a hell of a lot of work.

16 February 2026

Shiny TTRPG links #264

Your Bloggie-nominated collation of links from about the interwebs! For more, see last weeks collection or the weekly r/OSR blogroll or check the RPG Blog Carnival. Originally inspired by weaver.skepti.ch, delinked by request.

A shrike for my dreams gives us Landscapes of Fear; or, How to keep PCs afraid: Part 2

Tangent Joy shares Against Intent

Failure Tolerated gives us Talking to the Dungeon

400 independent bathrooms asks What do my games look like?

Whose Measure God Could Not Take gives us How Phlox Does It

Garamondia shares How I Run Games

Infernal Pact gives us What Dom's Games Look Like

A Knight at the Opera writes Navigation Games

Goblin Punch gives us Be of Good Cheer

Story Seed Library shares A library of Solarpunk art and story seeds

Blog of Forlorn Encystment gives us On Identification

Dungeon Merlin shares Exploding a Blog Post

Magnolia Keep gives us Basic Terrain for Pointcrawls

Can It Katchem? writes us Oh Fyora, We're Really In It Now

The Welsh Piper gives us The Implied Setting

Throne of Salt shares The Keep on Candcor Hill

14 February 2026

Actual Play: Old Man Katan and the Incredible Edible Dancing Mushroom Band

tl;dr: tried out a top-recommended Dungeon magazine adventure; good times with some interesting stylistic change revealed.

An adventure to "provide comic relief in an otherwise serious campaign" it is a nice little swamp sandbox. As an experiment, I had a go at running it straight from the book but the players went off track fairly rapidly leading to some reshuffling on the fly. I think best used as a source of good ideas and then rewire what happens when into some manner that fits with how your table likes to do things.

Art by Terry Dykstra


We get 13 pages, some very nice art and the text in triple columns. These are blocked out by 'encounter' organised around the ramp in to getting the players exploring the swamp essentially with a pair of big boxes that are then 'Glitchegumee Swamp Encounters' (ten of them) and 'Exploring the Glitchegumee Swamp' which is five locations. All the components of a neat little hexcrawl are here, just a bit scrambled.

The intro as written is you come upon a recluse, Old Man Katan, being pestered by tiny mushroom folk and decide to investigate what has gone wrong in the swamp around them. There are quite a few 'off ramps' where players could just not pick up the thread of the adventure without a very heavy hand on the steering wheel if you just leave it as is. The 'something is wrong in the swamp' set up is perfectly adequate as a hook to have brought them there to stumble over Old Man Katan - and if you take the time to set that up then people are already somewhat motivated to go onward by the time they meet Old Man Katan and you can just lean into him being him with his troubles and concerns and it will emphasise your existing hook.

There are a fair few parts in here - a good lot of useable things - but worth you working through how you use them - either retune their sequence or make them encounters, as you think most coherent to you. There are a couple of the encounters that are overpowered for the envisaged low level adventurers but I like that 'not everything is here to be fought' ethos.

I ran this for a table of strangers recently, running 1st level 5e characters. We had:
Elf Fighter
Dragonborn Ranger
Elf Rogue
Triton Paladin
Goliath Cleric

It went pretty well, a good time was had, with a bit of a lull at a point where they were unclear on how to progress but on balance I think it was better to have the freedom to act and some brief confusion than be railroaded all the way.

Session Report - beyond here, spoilers abound.

12 February 2026

Review: Fief: A Look at Medieval Society from its Lower Rungs

tl;dr: a good general primer on the details of medieval society; helps a DM better portray the ordinary folk of a game world.

"Fief - A Look at Medieval Society from its Lower Rungs" is one of those deep-cut recommendations you only get way down the message boards or after scrolling past lots of the same-old recommendations. Presented as 'ancient lore' propagated by hand in the early days - I did have a giggle when I realised that meant the mid 90s. Sure, ancient now but still contemporaneous with myself. Happily these days you can get it POD off Lulu and with the usual massive discount for Black Friday I grabbed it.

This is not specifically a game supplement per se but the author, Lisa J. Steele, has pulled all this together to make a hundred page primer that touches on all the topics that typically come up at the game table. What Fief talks to is the baseline - a quick run through of things as they were that a given DM or player can ground in before weaving through the fantastic. This is essentially a pure fluff book, but useful fluff that is probably going to be handy at any medieval or near-medieval table.



This feels like an old d20 supplement, oddly - which perhaps is an artefact of when the files got cleaned up into the format they are in now. On the one hand, it could be argued that all of the content within is accessible on the web now, with some googling and time you could run down the primary sources in contrast to when this was first published. On the other hand, this is that running around already done and compiled for you. I do not think this is going to be cited in anyones historical thesis but as a mid-weight reference for those who would like their portrayal of medieval times to have more heft at their game tables, this is a very good start.

09 February 2026

Shiny TTRPG links #263

Links from about the interwebs! For more, see last weeks collection or the weekly r/OSR blogroll or check the RPG Blog Carnival. Originally inspired by weaver.skepti.ch, delinked by request.

Prismatic Wasteland launches Bandwagon: The Map is Not the Territory But It is the Topic

The Griffin's Typewriter proposes A Challenge: Your own Knock!

Sea of Stars Beginning this month’s RPG Blog Carnival – Dragons, Gods and other Powerful Beings

Patrick Lenton in The Guardian write I don’t like organised fun, but Dungeons and Dragons is my shining nerdy light amid the darkness

Bommyknocker Press proposes Write Encounters in Networks

In the Company of Monsters shares Trophic Encounters

Crow’s Corner gives us Table-Tested Reviews of The One Ring’s Starter Sets

AMONG CATS AND BOOKS shares Common, Recalled, Obscure

Eldritch Fields asks What do I love in dungeons?

Traverse Fantasy gives us Encounter Activity Refactor

Throne of Salt shares Burgeoning Blogs 1

Connecting the Fictional Dots gives us Blogosphere 2025 Wrapped

The Katt Kirsch Blogsperience shares Leonard Cohen's Advice for Novice OSR Referees

Nrdblog gives us Gifts of Food and Shelter, Not Gold and Silver

Random Ape Encounter shares Disneyland Cocktail Parties, Sandboxes and Encounter Philosophy

Afraid of Encounters writes Afraid of Communities - Indonesian Tabletop RPG scene & LFG

07 February 2026

Childhood inspirations from a time of shared references

For the 'childhood inspirations' blogwagon that Havoc kicked off - I wrote mine last September - because I cheated by starting at 12 so my Appendix N conformed already.

More interestingly - I recently spent a weekend gaming with my original gaming group from back in the day and among the topics of conversation was that in that time and place it was possible to be a universal geek. So little content made it as far as us that you read or watched or went to see all of it. This ties to the open and closed systems thought that Grumpy Wizard laid out - by the time we all sat to a gaming table in the early 90s we had a pretty common open-system to bring to the closed system rules of AD&D or WHFRP.

Through grim curency exchange rates for the punt and shipping costs, things were expensive and often just not available - a seventh TV channel was a big deal as I recall. VHS players and the one video rental store in town meant we'd all seen the same stuff. Even though we had the luck to be reading in English so were not further bottle-necked by need for translation, books were slow to make it as far as us. For these and other reasons, there was not a huge amount of what we would now call 'content' sloshing around and thus there was a much greater overlap between what any two folk interested in the genres would have encountered.

By comparison, since then three great new 'pools' of stuff have opened up -
* Geographic
* Archive
* New creations